﻿#include "mouseGrabber_test.h"

#include <manipulatedFrame.h>


using namespace std;

void CameraPathPlayer::checkIfGrabsMouse(int x, int y, const Camera* const)
{
  // Rectangular activation array - May have to be tune depending on your default font size
  setGrabsMouse((x < 80) && (y<yPos()) && ((yPos()-y) < 16));
}

void Viewer::displayPlayers()
{
  for (int i=0; i<nbPlayers_; ++i)
	{
	  CameraPathPlayer* cpp = player_[i];
	  if (cpp)
	{
	  QString s;
	  if (cpp->grabsMouse())
		{
		  glColor3f(1,1,1);
		  if (camera()->keyFrameInterpolator(i)->numberOfKeyFrames() > 1)
            s = "Play path F" + QString::number(i);
          else
            s = "Restore pos F" + QString::number(i);
		}
	  else
		{
		  glColor3f(0.6f, 0.6f, 0.6f);
		  if (camera()->keyFrameInterpolator(i)->numberOfKeyFrames() > 1)
            s = "Path F" + QString::number(i);
          else
            s = "Pos F" + QString::number(i);
		}
	  drawText(10, cpp->yPos()-3, s);
	}
	}
}


void Viewer::updatePlayers()
{
  for (int i=0; i<nbPlayers_; ++i)
	{
	  // Check if CameraPathPlayer is still valid
	  if ((player_[i]) && (!camera()->keyFrameInterpolator(i)))
	{
	  delete player_[i];
	  player_[i] = NULL;
	}
	  // Or add it if needed
	  if ((camera()->keyFrameInterpolator(i)) && (!player_[i]))
	player_[i] = new CameraPathPlayer(i);
	}
}


void Viewer::init()
{
  // Absolutely needed for MouseGrabber
  setMouseTracking(true);

  // In order to make the manipulatedFrame displacements clearer
  setAxisIsDrawn();

  // Initialize the CameraPathPlayer MouseGrabber array
  nbPlayers_ = 12;
  player_ = new CameraPathPlayer*[nbPlayers_];
  for (int i=0; i<nbPlayers_; ++i)
	player_[i] = NULL;

  // Create a scene with several spirals.
  const int nbSpirals = 7;
  for (int i = -nbSpirals/2; i<=nbSpirals/2; ++i)
	{
	  Spiral s;
      s.setPosition(Vec(1.8f*i/nbSpirals, 0.0, 0.0));
	  spiral_.push_back(s);
	}

  restoreStateFromFile();

  help();
}


void Viewer::draw()
{
  for (QList<Spiral>::const_iterator it=spiral_.begin(), end=spiral_.end(); it != end; ++it)
	(*it).draw();

  updatePlayers();
  glDisable(GL_LIGHTING);
  displayPlayers();
  glEnable(GL_LIGHTING);
}


QString Viewer::helpString() const
{
  QString text("<h2>M o u s e G r a b b e r </h2>");
  text += "This example illustrates the use of <i>MouseGrabber</i>, which is an abstract ";
  text += "class for objects that react (usually when the mouse hovers over them).<br><br>";
  text += "Define new camera paths (or positions) using <b>Alt</b>+[<b>F1</b>-<b>F12</b>]. ";
  text += "New <i>MouseGrabbers</i> are then created and displayed in the upper left corner. ";
  text += "Note how they react when the mouse hovers, and click them to play the associated path.<br><br>";
  text += "<i>ManipulatedFrame</i>, such as the ones which define the spirals' positions, are ";
  text += "also <i>MouseGrabbers</i>. When the mouse is close to the spiral center, the <i>ManipulatedFrame</i> ";
  text += "will grab to mouse click (as if the <b>Control</b> key was pressed). This is very convenient ";
  text += "to intuitively move scene objects (such as lights) without any key or GUI interaction.<br><br>";
  text += "Note that <code>setMouseTracking()</code> must be enabled to use <i>MouseGrabbers</i>.";
  return text;
}

void Spiral::draw() const
{
  glPushMatrix();
  glMultMatrixd(mf_.matrix());

  // Draw a spiral
  const float nbSteps = 100.0;
  glBegin(GL_QUAD_STRIP);
  for (float i=0; i<nbSteps; ++i)
	{
	  float ratio = i/nbSteps;
	  float angle = 21.0*ratio;
	  float c = cos(angle);
	  float s = sin(angle);
	  float r1 = 0.2 - 0.15*ratio;
	  float r2 = 0.16 - 0.15*ratio;
	  float alt = 0.2f * (ratio - 0.5);
	  const float nor = .5;
	  const float up = sqrt(1.0-nor*nor);

	  if (mf_.grabsMouse())
	glColor3f(1-ratio, 0.8f , ratio/2.0);
	  else
	glColor3f(1-ratio, 0.2f , ratio);

	  glNormal3f(nor*c, up, nor*s);
	  glVertex3f(r1*c, alt, r1*s);
	  glVertex3f(r2*c, alt+0.01, r2*s);
	}
  glEnd();

  glPopMatrix();
}
